With all the hoopla going around about Vanafest, I thought I'd ask a question. If SE came up to you and asked what kind of Job Ability you'd like to see for Corsair, what would it be?

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

____________________________

Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Fair trade pure Offense and Pure defensive stances. While in Riposte you could still tp with bullets if you'd like at no penalty. Prise could be for more offensive battles where you have a good tank, like hasso is.

Or if SE wasn't a doosh it could add magic recast penalties like siegan and hasso which might decrease some the the lame /whm cors.

I'd like one of these. Ante Lv60 Corsair Recast: 5:00 Increases the strength of your next Phantom Roll in exchange for reduced duration. Also, any bust penalty recieved while active will effect all party members within area of effect.This would provide a straight 25% increase to the effect of the next Phantom Roll effect and the bust penalty will be the same 25% additional. This does not seem too unbalanced to me as Corsairs at Lv60 do not have Snake Eye or Fold and therefore risking (what this job is about) a bigger effect will be more risky due to the bust effect hitting all party members.

Sleight Lv30 Corsair Recast: 10:00 Removes the penalty from an "unlucky" Phantom Roll effect and reverts it's value to the nearest value rounded down.This one takes the risk out of most rolls once every 10 minutes and will be a godsend to lower level Corsair's who tend to get that oh so frequent VIII Chaos Roll. It'll pretty much give a VIII roll the value of a VII one as an example.

Edited, Jan 26th 2010 8:02pm by Tatham

____________________________

Beyond this place of wrath and tears Looms but the Horror of the shade, And yet the menace of the years Finds, and shall find, me unafraid.

It matters not how strait the gate, How charged with punishments the scroll. I am the master of my fate: I am the captain of my soul.

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Dunno if I can beat that, really good idea.

I wouldn't mind added rolls. Yeah, it's been discussed to death, but the frequently mentioned "Chocobo Roll" for movement speed+ isn't a bad idea. Maybe range from 8% unlucky up to 25% lucky. Just make COR the job bonus and make it higher than 37COR, so there's no such thing as a non-job bonus enhanced roll.

-All the treats that apply to "Phantom Roll" also apply to "Phantom Draw" (Phantom roll recast, Winning Streak, etc..). - it has its own double-up timer just like normal rolls, and it doesn't affect anyone but the target that has been ...shot. - doesn't share the same recast as Phantom roll but it works on charges like Quick draw (you can use phantom roll and phantom draw in successive). - Default range 16 (no ring required).

Snake Eye II Your next roll will automatically be a 2.

:P

____________________________

The time-traveling is just too dangerous. Better that I devote myself to study the other great mystery of the universe: women.

Allows up to 6 quickdraws of different elements to be shot at once. Uses up both charges for quickdraw. Would be sweet to debuff, sleep, and damage an enemy.

I think that could work if it went alongside a stance. It would have to require a Hexagun, 6 different elemental cards (excluding light and dark), consume both QD charges, and alter the recast for each QD to 2 min.

The formula for QD would have to be altered for that ability as well to keep from doing instant 1800+ dmg.

____________________________

Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.

What the **** would you people wanting a parry JA do with it? Are you really soloing a lot of mobs by meleeing them on COR? If you're just farming weak stuff, parry isn't a big deal at all, and certainly not worth doing a parry "stance" if your other option is anything that gives you, say, better offensive ability. Nothing something like Drain Samba II or Dancer's Roll can't handle. If it's a harder mob... why do you have hate on it while you're meleeing?

ImmortalAlchemist wrote:

If SE came up to you and asked what kind of Job Ability you'd like to see for Corsair, what would it be?

Here's another idea, going with the two stance concept that S-E seems fond of:

Lv. 40 "Lucky Shot".Recast 5min, Duration 5min. While in effect, elemental Quick Draw shots (Fire/Earth/Thunder/Stone/Wind/Water) can be used only on targeted members of the Corsair's party, and cannot be used on enemies. QD will give the targeted player the "weather" effect corresponding to the QD used for a duration of 3min (same time as a SCH's -storm spells), as well as a +3 stat boost to the corresponding stat (same as a SCH with 1/5 Stormsurge merits). There's precedent for affecting the weather on particular players with SCH, would be kinda cool to see another job get this ability.

Lv. 40 "Gambler's Shot". Recast 5min, Duration 5min. While in effect, elemental Quick Draw shots can be used only on enemies, and not on members of the Corsair's party. Essentially, the same way damaging elemental QDs work now.

EDIT: Actually, you know what... just axe the Gambler's Shot JA altogether and make that the default, just like now. Just add one JA to give an alternate stance. I like it because you have to give up something (QD damage) in order to get something (single target party member weather effect buffs). It also fits with our key role, buffing our party, and with one of our two signature abilities (QD, the other being Phantom Rolls).

What the **** would you people wanting a parry JA do with it? Are you really soloing a lot of mobs by meleeing them on COR?

I pull a lot of hate, it would be nice not to die almost instantly when that happens. ºWhile I do pull hate often in merits(what good DD doesn't?) I'm mostly refering to low man events. I play in Cst in the morning which is mainly jp onry and I don't speak japanese. So I usually duo/trio anything I can with my friends who can be on at that time. They usually ask for me to cor because none of us have brd and one of my friends usually goes ninja and the other whm. So either I have to Cor/dnc for heals or the nin has to nin/dnc if or whm friend can't make it. Either way I pull hate with the slightest of actions.Even with the whm around and nin/war, if I don't hold back I get some face time with mobs.They could however just fix gallant's to do something useful defensively and I'd be happy with that.

Quote:

so you guys don't want "Pianissimo" for Corsair :O?

Essentially ImmortalAlchemist's hold idea would work in a similar but different fashion of that.

Quote:

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Basically a Pianissimo effect for Corsair, to allow them to give a Phantom Roll effect to a single target without needing to potentially impair his/her own active Rolls. Know some of the others mentioned were similar to Pianissimo in one form or another, but this one is basically just a Cor equivalent in every shape and form.

With Shuffle, if a Corsair lands on an Unlucky Number but doesn't want to risk a Double-Up for fear of a Bust, they can re-roll their current Roll number or Double-Up to potentially get better luck.

(For example, a Corsair uses Fighter's Roll and lands on 4, then gets a 5 with Double-Up, resulting in the Unlucky Number of 9. Rather than risking a Bust to hopefully get a better number, the Corsair uses Shuffle on the Double-Up effect and rolls a 6, resulting in an effect of 10 rather than 9)

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Wow man, it's like you read my mind. I've been telling friends for over a year that COR should have an ability opposite of Pianissimo, where a Corsair can excuse himself from the results.

I never thought of putting the name 'Hold' to it, though. I realy like that!

____________________________

Fynlar wrote:

Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.

"Bluff" COR. Lv. 50 10:00m recast Uses a Double-Up value(in other words, recast is used/animation goes but nothing happens) and applies it to the following Phantom Roll or Double-Up attempt. (doesn't work with 2hr)

ie. You hit a 4 on Chaos. Use Bluff/Double-Up and get a 5. Now you know what you'll want to save that 5, rather than double-up and use it on a lucky Evokers or Wizards, or if you get a 5 and double-up and get a 6, then you know you'll want to double-up, rather than hold it.

"Up Card" COR. Lv. 70 3:00m recast Takes the current Phantom Roll/Double-up value(even if a Bluff effect) and stores it as a charge. (Max 3 charges) Will not erase a Bust.

"Double Down" COR. Lv. 70 6:00m recast Takes all "Burn Card" charges and applies it to the next Phantom Roll effect. (doesn't work with 2hr) You may not double-up on this Phantom Roll.

"Low Ball" COR. Lv. 60 10:00m recast Swaps current phantom roll lucky values. (Eg. Chaos Roll would be now be Lucky 8 Unlucky 4 "11" would now be 1 and "1" would be 11. All other values in between would be swapped.

Other than that, I agree with "Hold" or "Hit me". Just wanna throw another possible name for it out there: "Stand", since COR seems to deal more with blackjack. If nothing else I would love to see a COR pianissimo.

Make every roll have an individual 1 minute recast. Having them all share a recast is stupid. It also makes a COR Pianissimo, or Hold worthless, since you still must wait a minute between rolls, and thus wouldn't have time to use the COR Pianissimo in the first place. Plus it'd help COR's damage/pulling/healing ability, since you could put up all 3-5 buffs at once, then do whatever you want for 4 minutes. Like BRD has always been able to do.

____________________________

Quote:

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.

"Hold" read my mind, but louispv has the real solution. That's the biggest problem I have with the job. I might actually like COR if I didn't have to eat mage buffs all the time.

I usually COR/WHM by force to Dynamis to the BLM party, and mostly I just stand around like a bump on a log cause I don't see the point in shooting gil at mobs with mage buffs on me. If I could just Roll x2 mages then run to the side and Roll x2 myself, I'd gladly come COR/RNG and jump into the fight and actually make a contribution.

Also, we should have access to all guns and ammo. Not like we don't already have the disadvantage with our poor marksmanship skill.

And even if we do get a second tier of rolls, hopefully SE will be kind enough to have them drop off mobs instead of sold for 100k+ from NPCs... /dream.

Yeah right. i'm building my war chest just for this very thing. I trust SE to make every second tier roll insanely expensive. And assumedly they will give us second tier rolls since certain rolls that are non-percentage based will get terribly weak by 99 (Evokers, Dancers, Healers, Scholars) and even some percentage based rolls will not scale very well (fighters, rogues). But if they do this, we need to be able to have 3 rolls up on players.

Quote:

Warrior's Roll: Increases max HP.increases enmityTemplar's Roll: Increases Counter rate. I'm good with thisAssassin's Roll: Increases critical hit damage. Good with this also but I wouldn't mind adding Treasure hunter with rate based on roll i.e. Lucky = TH3, XI = TH4Cleric's Roll: Increases cure/waltz potency. that would be sweetSorcerer's Roll: Increases magic critical hit damage. SureDuelist's Roll: Increases Fast Cast value. another good mage rollValor Roll: Reduces damage taken. What gallants should have been in the first place Abyss Roll: Increases enmity accumulation rate. I'd make this the Warriors roll and make Abyss a dread spikes effectMonster Roll: Reduces damage taken by pets. FineScout's Roll: Increases ranged attack rate. Basically adds snapshot and stacks with snapshot through traits and gearBard's Roll: Lowers enmity accumulation rate. rather have increases elemental resistance here.. see wyrm rollSummoner's Roll: I am positive BRD will be getting more tiers of Ballad, so let's make this another Refresh roll to keep up with BRD. tier 2 refresh has to be somewhereKoga Roll: Haste!!! you know at this point I'd hate to get haste and then be straightjacketed into always providing it. How about lowers recast timers for spells and abilitiesSaotome Roll: Grants Regain. Much rather have this in our armamentariumWyrm Roll: Grants Regen to pets. I thinks this is the better spot for lowering enmityMirage Roll: Increases max MP. I'm not for adding to stats much and would rather this do something else, but I'm stuck for ideasCommodore Roll: Increases base stats (STR, DEX, etc). again not a fan of adding to stats. How about parry bonus here lolPantin Roll: Grants Regain to pets. sureEtoile Roll: Regen, same reasoning as Summoner's Roll. higher tier Regen for sureArgute Roll: Increases magic critical hit rate. another good idea for mages

Not sure if this will cover the deficiencies of not getting higher percentage ATT and ACC rolls But it would be cool to see these in effect. But we'd really need to be able to get more rolls on players than just two to make all these rolls worthwhile

They could also make hexaguns more useful with powerful hexagun only abilities like maybe our own little barrage or further reduced delay with hexaguns or something. I rarely see a cor with a hexagun who isn't subbing white mage and equipping level 22 bullets.

They could also make hexaguns more useful with powerful hexagun only abilities like maybe our own little barrage or further reduced delay with hexaguns or something. I rarely see a cor with a hexagun who isn't subbing white mage and equipping level 22 bullets.

You know how you fix hexaguns? Cut their already low damage in half and add to every one of them "Occasionally attacks 2-6 times." Congrats, it fits the lore of hexaguns having 6 barrels, it makes them actually useful if expensive, and there might actually be a reason to shoot for TP. (Occasionally shoots twice on magians isn't enough to make them useful over martial's damage+ tp bonus anyway, so it's gotta be upped to at least "Occ. shoots 2-3 times")

____________________________

Quote:

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.

Make every roll have an individual 1 minute recast. Having them all share a recast is stupid. It also makes a COR Pianissimo, or Hold worthless, since you still must wait a minute between rolls, and thus wouldn't have time to use the COR Pianissimo in the first place. Plus it'd help COR's damage/pulling/healing ability, since you could put up all 3-5 buffs at once, then do whatever you want for 4 minutes. Like BRD has always been able to do.

Splitting up things is very important, and something SE has completely missed. BP:Rage and BP:Ward are two other things that needs splitting, because you sure as **** can't work with your cure and dispel sharing the same timer. (At least DNC only has to wait like 17 seconds between cure and erase)

Thing is though, that COR rolls last 5 min BECAUSE they take 1 min to roll. (SMN wards AFTER 2004 also lasts 5 min BECAUSE they take 1 min to recast... wards before 2003 are just ignored and broken aka 'solved with summoning magic'). Most likely if you want BRD recast, you'll get BRD durations (like 2 min?) and it won't necessarily give you more spare time.

If you ask me though... every single buff should last 15 min in this game. No reason only protect and shell and earthen ward (which has max hits) or aerial armor (which has max shadows) should last 15 min. With 15 min durations, who would need shorter recasts? Just toss up those 4 rolls during 4 min and spend your other 11 min DDing.

PS. If I could ask for just one JA for COR, it would be one that made the roll bonus work on pets and vice versa (assuming you for some reason lack DRK but have a BST and want attack bonus for whole party). It is the only thing I think COR is missing.

Thing is though, that COR rolls last 5 min BECAUSE they take 1 min to roll. (SMN wards AFTER 2004 also lasts 5 min BECAUSE they take 1 min to recast... wards before 2003 are just ignored and broken aka 'solved with summoning magic'). Most likely if you want BRD recast, you'll get BRD durations (like 2 min?) and it won't necessarily give you more spare time.

I think COR buffs last 5 minutes because they sometimes take 45 seconds to cast even if there wasn't a recast. How many times do you have to double up 5-6 times because you keep getting 1's and 2's? Or when some ******* moved out of range? (especially when the BRD starts ******** that he isn't getting full COR's roll) And since BRD buffs last 3 minutes with 8 second cast times (shortened by fast cast) I see no problem with 5 minute duration rolls when they might take 45 seconds to roll.

Quote:

If you ask me though... every single buff should last 15 min in this game. No reason only protect and shell and earthen ward (which has max hits) or aerial armor (which has max shadows) should last 15 min. With 15 min durations, who would need shorter recasts? Just toss up those 4 rolls during 4 min and spend your other 11 min DDing.

I hear that. Though protect and shell last 30 minutes, not 15. Unless you're casting protect IV on a level 30 or something.

____________________________

Quote:

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

You know how you fix hexaguns? Cut their already low damage in half and add to every one of them "Occasionally attacks 2-6 times." Congrats, it fits the lore of hexaguns having 6 barrels, it makes them actually useful if expensive, and there might actually be a reason to shoot for TP. (Occasionally shoots twice on magians isn't enough to make them useful over martial's damage+ tp bonus anyway, so it's gotta be upped to at least "Occ. shoots 2-3 times")

I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.

Quote:

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else.

Or even better, be able to choose someone to put "hold" on so you can also roll DD buffs while your mage is up front casting accession-something-or-other.

I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.

I think you'd out DD all other spell casters with such a move. I mean you can already do some 300+ damage with QD, multiplying that with 2-6 nets you pretty good numbers. Of course it will be more reasonable during resists when you just do 50*(2 to 6)

I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.

Who cares if it weakens slug shot. You'd slugshot, then pull the trigger 1-2 times, then slugshot again. Would cost an arm, a leg, and a kidney, but there'd finally be a job that actually shoots guns. (COR only uses guns for quickdraw and slugshot, then melees for everything else. RNG only uses the relic gun+ melees for tp with kraken club. If the RNG doesn't have those 2 it just uses bows)

EDIT: oops, entirely missed the point. Everything that has multihits has to have crappy damage. Even the virtue weapons have comparatively lower damage than the alternatives. And the more hits it gets the weaker it gets, just look at merc kris and k club. Don't cut the damage and a rich COR will become the best DD in the game.

Edited, May 1st 2010 2:18am by louispv

____________________________

Quote:

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.

i always thought a passive ability that gives greater bonuses to 'hard' numbers would be great. for instance, a hard 6 could give better bonuses than 7, soft 8, and 9. hard 10 would give just as good a bonus as 11. etc

for those of you who dont play craps, 'hard' numbers are doubles of the same digit. 4 + 4 = hard 8, 5 + 3 = soft 8.

Yes I realize these 3 essentially do the same thing but you would only have to position yourself once to get the proper rolls, after which you wouldn't need to position at all (IE: Just fire off rolls with luzaf's on). Reason why I think 3 would be good is you can separate rolls into 3 groups: Pet rolls, mage rolls, Melee rolls. If you wanna get real technical, a 4th could be defense rolls (gallant, magus rolls I guess, its 4AM and I'm dropping here!)

Example Usage: Beginning of merit party:

Fire Mark [I] on mage, and Mark [2] on melee and yourself. Fire off mage rolls in mage vicinity, then melee rolls. Now you're set for 2 hours being able to roll mage/melee rolls without losing your melee rolls thanks to being marked.

SE would also have to add in a 3rd slot to rolls where the effect is not given to the corsair rolling under the effect of a mark, but just provides a status effect saying yea you've rolled this roll and this can double up. So say you have chaos roll on, and hit samurai roll. The corsair and melee will both get samurai roll, meaning now corsair has chaos and samurai roll on. The corsair, however, will also receive a 3rd "roll" simply called "Phantom Roll" which is the current roll and its count. This 3rd "roll simply acts as a double up agent, allowing the corsair to be able to use mage rolls without losing their own current buff, whilst providing zero benefits in terms of buff to the corsair, and simply wears after 1 minute. </end 4am rambling, apologies in advance>

[i]Edited, May 1st 2010 7:04am by dasquall

____________________________

If Square Ran ****...

<<<<Welcome to ****!>>>> <Noob63> ... <Devil666> LFG STN67/LAW25 <Hitler> lvlsubunubkthxbye We seem to be experiencing **** Freezing Over. Emergency Maintenence is scheduled to start in 15 mins so tough luck to all you trying to enjoy Dynamis Heaven!

10 dollars. But since you bought 20 1 dollar tickets, you still owe us 9 bucks. We take cash, check, credit cards, and rate ups.

____________________________

Quote:

Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.

Quote:

I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.